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Mujun Kross

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Everything posted by Mujun Kross

  1. This is an excellent mod...especially for my kids. I appreciate your stand on the GUI for this, the one for FAR can be a bit confusing. What I would like to recommend is to put a GUI back in the game for NEAR. However this time make it display only basic information about the craft. This way people can start to get a better understanding of what the plane/rocket is going to do and the best way to approach correcting the issue. Something like...flaps, show the min/max it can go with the current craft before you deviate, then show where the persons craft is rated on that scale...dont tell them how to fix it though. This is where the trial/error comes in. Still love the mod, and will be using it for all "stock" installs from here on out.
  2. Wave, thanks for the hard work. I love this mod and I am glad that it is breathing with current KSP version. I have one request to make, can you bring back the smaller (I cant remember what they were called) reactor/generator please. I loved using those on my really small vehicles...the larger reactors are too out of place my my small vehicles. Again thanks for the hard work nd hopefully you can keep this going for a while.
  3. This is looking damned good...keep up the work and hope to see a release. I would slap the words "K.C.F." (play on words...you could go with Vogon Construction Fleet, but we are talking about Kerbal Construction Fleet instead) on the side and let it fly if it were me. Thanks
  4. KSPI heat is easy to deal with..all you have to do is slap some raditors to your ship as part of the design. The mod even gives you a nice UI in assembly now so you can see if your ship is going to overheat...or not.
  5. Any way you can change the names of your parts to NOT include spaces. When trying to run something like Module Manager against your parts you have to manually change your part names in their config files first...either remove the spaces or replace them with underscores etc. Thanks
  6. Great work with this one. I hope it goes to release and we can have a go at breaking it for you. I loved the idea of the original kos...I just wish the original author was able to take it to where it needed to go (whatever happened to the guy). I wish you the best of luck in this....however it sounds like you have it in hand with a solid design concept. Thanks
  7. This err message is appearing in the log whenever any part has anything to do with gimbal. I have not seen any issues in game that can be traced back to this error message. mod version 0.6.4 Thanks
  8. Thought I would share this with you. I have a folder i keep my config files in as well as a collection of mods that I have changed (reduced part count etc). I had a copy of the mod manager dll in this folder as well as the gamedata folder. Honest mistake...I left it in my custom folder so when i run it on a clean ksp install i can make the necessary changes to my mod list. However, on my actual copy of ksp that I play on (the one with my custom mods as well as all other mods i use) I have a copy of the dll in the gamedata folder. Because there are two copies of the same dll the config files are ran twice (you can keep nesting the dll inside folders and each will be ran). Even if you make a conf file like this ; @PART[Wayland_HyperRing]:Final { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} !MODULE[ModuleFuelTanks] MODULE { name = ModuleFuelTanks volume = 4800 type = Cryogenic } } that extra bit is added to the part multiple times...even though it says to remove the MODULE first. (The above is actual example of a part of a config file for RealFuel...it adds this to the part multiple times). Also this is not limited to custom part collections...it will do the same on the stock parts as well. The dll can detect older copies of itself and ignore them (as stated in previous posts)...so either the dll ignores copies of the same version or KSP is allowing the other copies to be ran regardless of the fact that a copy is already running. As always keep up the good work...this mod is one of the best. Thanks
  9. Thanks, ill sort it out another way. This mod is excellent. It makes doing things like I have done here rather easy...great work...keep it up.
  10. This does not explain why all of the other command modules retain the changes from the config file. The only one that looses the changes is the kerbin shuttle. I thought that maybe because it is not a stock part that there was something KSP did differently between stock and custom parts. However a couple of the mods that are included in the list above also have custom command pods. Additionally on page 14 of this thread it is stated that it does reload when you refresh the database.
  11. All, Not sure if this is a Module Manager issue or something to do with the Kerbin Shuttle Orbiter. I made a config that adds things like mechjeb, engineer, tac lifesupprt etc to all of my command pods. When you first load KSP the shuttle shows all of the necessary changes in the assembly buildings and even on the launch pad. If you do a reload, using alt+f12, the modifications from the config file are now gone for the shuttle. All of the other command pods still have the changes. I reviewed the log file myself and nothing stood out for KSO with wrn or err messages. List of Mods installed -Engineer Redux v0.6.2.3 -RealFuels v4.3 -MechJeb2 v2.1.1.01 -RemoteTech2 v1.3.3 -LazerSystem c32b -TacLifeSupprt v0.8.0.4 -Protractor v2.4.5.1 -KerbinShuttleOrbiter v113 -kross-werks...this is a collection of parts and what not that i use from other mods...AIES (reduced part list), LazTek (reduced part list), UbioWelding (custom dll so works with .23) and Wayland (reduced part list from other part packs offered). Config File KSP Log Troubleshooting I did. I restarted with a clean install checking each mod seperately. Every time the same results. Please review and let me know if you find something. Thanks
  12. I was having the same problem. Fresh install no mods and still could not get this window to show up. Turns out there is an issue between the copy of the toolbar that was installed by another mod and this mod itself. I downloaded the toolbar mod directly and that fixed the problem. The version of the toolbar was 1.4.4....the KSP log showed a null exception error after this line "AddonLoader: Instantiating addon 'TimeControl' from assembly 'TimeControl'".
  13. all, updated the config file. Changed the KAS container from the landing legs to the truss tanks themselves. Also made the RCS blocks so they can be added to the KAS containers. INTERNAL_Wayland_SpaceEagle.cfg still working on real fuels
  14. o, and if you really like a challenge fly this with FAR installed...I love that mod but it does not work with this ship.
  15. All, as requested by Logan. Here is a copy of my cfg file that I use for my Eagle. INTERNAL_Wayland_SpaceEagle.cfg (you will need Module Manager for this). A run down of what it does. --rescales everything up by .25, however if you prefer the smaller size just comment out the rescaleFactor entries as the nodes will work just fine. --Both fuel truss. Adjusts the current attachment nodes as well as adds several more. Adds three nodes across the top, moves the central node up to the bottom of the truss span, adds 4 nodes on the bottom to attach engines. --command pod, 2 crew, MechJeb, SAS, TacLifeSupport --SAS, changes values. --Landing Legs, added KAS module containers (if you use this you need to make sure you balance out the load, otherwise you will kerbal into the ground) --MK2/3 Engines, added 2.5 gimbal to both, modified node attach for ION engine to fit better --VTOL/VTOLMK3, added 2.5 gimbal to both. added attach nodes --Also if you use the XQuad i modified the scale and node placement. If you use MechJeb you can leave control in the cockpit. You can get away with just using the Translatron(?) only, to control altitude. I also use the SmartSAS...but in KillRot mode only to help keep the thing straight. The stock horizontal engines just do not have the thrust to get into orbit on their own if you fly it like a traditional rocket. Useing both VTOL and horizontal engines or VTOL engines only you can get into a 150k orbit. I have done it carrying the big orange tank on top (36 tons) with some fuel to spare) Please keep in mind YOU CAN FLY THIS COMPLETELY MANUAL...it is more hands on obviously but nothing like it is stock. I am currently working on adding real fuel to the config file...however this is proving more difficult that I thought. If anyone wants to help me out with the math that would be great...i wont turn down the help . Thanks and as always thanks to Devo for this excellent mod! Mujun
  16. I would like to make a couple of suggestions here as well. --add more nodes to the truss so that things can be attached to it. I have added two nodes on the inside vertical edges of the truss, one forward and aft. I modified the central node so it actually comes up and touches the bottom of the truss as well as added 3 more nodes on top of the truss. I added four nodes to the bottom of the truss...two forward and two aft to help with connecting the vtol engines. Also I added nodes to the vtol engines as well. With the nodes on the bottom of the eagle i can add two engines to the front and two to the rear for extra lift. -- the forward and aft section of the truss...make it like a cargo module. maybe something with doors that open and close so that items can be put inside and used. currently I do like logan does and zoom inside the structures and attach power or rcs etc...but having something with cargo doors that open would be kinda cool. I love this ship and finding this mod helped me decide to actually give this game a try. It will always be part of my mod collection. Thanks for the excellent work.
  17. Is it possible, using this mod, to cause a part to not load? Example; I use random mod that has 50 parts. I only really want to use 30 of those parts (to help cut down on stuff that loads). Can I use this mod to create a cfg file that has a list of parts from random mod that will cause those parts to not load or unload after the fact? I realize that I can just remove the pars from the parts folders. I am looking for something that will allow me to do this with out changing the actual contents of the original mod. Thanks for the great work. Hope you can continue to help the community with this mod.
  18. Love this mod. The engines are exactly what I have been looking to add to my space program. My questions is about the VTOL X-1 engines you did the video on. Are we going to see those added to the pack? Great job so far and I hope you can keep up the excellent work.
  19. That welding mod shows me how to do what i want to do for my parts...makes since once i took a look at it. Thanks all for the help.
  20. I want to assemble a group of parts and add them to the sub-assembly menu. Now when you pick that part off of the sub-assembly menu, and add it to your new ship, the sub-assembly would be "welded" together and cannot be modified. It can be added to your new ship and it will work as one big part with all of the features of the parts it was made from. If you want to make changes to the sub-assembly you would have to either recreate it or go back to your original build project (for the assembly) and make the necessary changes. Thanks
  21. All, The assumption here is that one of the parts I am making would have to be added to the sub-assembly during construction for this type of unique property to be applied. In the hangar ... Can a sub-assembly be treated as if it was one unbreakable part with multiple functions? Example; I throw a 40 part object together and add it to the sub-assembly menu. Now each time I pull the object from the sub-assembly menu I cannot make changes to that object inside the hangars. The game would treat it as a locked set of parts. If i wanted to make changes to the Item I would have to redesign it to the new spec and create another sub-assembly. Once out of the hangar the part would still be subject to the laws of going up and down in bad ways. Out of the hangar ... Can the sub-assembly still be treated as one locked part with the functionality it was designed with? Example; my mod has parts and pieces that require power. Power will not flow from my assembly to the object it is connected too, nor will power flow from the object to the assembly. Thanks
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